Creating Optional Content for Unreal Games | Inside Unreal
Join us as Rafael Dias Sançon, Game Developer at Globant, walks through two ways Unreal lets you split and ship your game content: Primary Asset Labels and Plugin-based packaging. Using only Blueprints, he’ll demonstrate how to move separate game modes into their own plugins, wire them up through Data Assets, and package the whole project — base game and DLC — with a few simple scripts. Whether you’re working on your first project or just looking for a cleaner way to organize your content, this session will give you a practical starting point.
